Post v1.42 ZSNES WIPs

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ipher
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Post by ipher »

Deathlike2 wrote:Is this WIP commentable on or not? I have a couple of questions on the RTO support...
yes, we do want bug reports on this one :)
[url=http://www.ipherswipsite.com]ipher's WIP Site[/url]
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Post by Deathlike2 »

RTO still seems incomplete... the cursor does seem fixed this time around, however.. there are still RTO-related problems visible.. such as the act of Jumping...
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
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Post by FitzRoy »

Wow, nice game fixes.

I've been wondering, as well... what ever happened to the windows gui we were talking about a few months back? Is that still in the works or has it been relegated?
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Post by pagefault »

Deathlike2 wrote:RTO still seems incomplete... the cursor does seem fixed this time around, however.. there are still RTO-related problems visible.. such as the act of Jumping...
What?
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Post by Deathlike2 »

pagefault wrote:
Deathlike2 wrote:RTO still seems incomplete... the cursor does seem fixed this time around, however.. there are still RTO-related problems visible.. such as the act of Jumping...
What?
I probably may have incorrectly diagnosed the problem.. but it is like a sprite priority problem or something...


Here's a pic of the problem in action:
Image

This image was produced by the 2/19/06 WIP...
You will also see Setzer's image on the screen on the way down as well...
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
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Post by pagefault »

Ah, I don't believe that is an RTO problem.
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Post by Deathlike2 »

pagefault wrote:Ah, I don't believe that is an RTO problem.
Then, what is it? This problem has been very much prevalent in FF3.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
pagefault
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Post by pagefault »

If I recall correctly it has to do with the way sprites are rendered when they are under BG layers. TRAC told me about them a while ago but I can't remember now what it was about. RTO was for the cursor fix and a test in the SNES cart. Thats all I can remember it fixed. I will start to take a look at this issue though. Aside from that. the game should be perfect though.
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Post by franpa »

intro on zelda: link to the past has incorrect effect. (triangles)

asides from that i very much enjoyed using the latest wip.

edit: thanks nach
Last edited by franpa on Mon Feb 20, 2006 3:01 am, edited 2 times in total.
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Post by Nach »

I wouldn't say incorrect speed...
The effect is very different than how it's supposed to be.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Deathlike2
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Post by Deathlike2 »

pagefault wrote:If I recall correctly it has to do with the way sprites are rendered when they are under BG layers. TRAC told me about them a while ago but I can't remember now what it was about. RTO was for the cursor fix and a test in the SNES cart. Thats all I can remember it fixed. I will start to take a look at this issue though. Aside from that. the game should be perfect though.
It appears perfect for everything else I guess. (Well, I'm not planning to replay it anytime soon, but the fixes to FF3 seem to work just fine.)

The picture I've shown is an example of the problem with the sprites.. it occurs in other scenarios.. such as the first time in a battle Terra uses magic in front of Locke and Edgar, getting Gau for the first time and scripted battle scenes on the Airship/Esper Cave... (all these events occur in scripted battle scenes)
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
byuu

Post by byuu »

RTO was for the cursor fix and a test in the SNES cart.
Absolutely awesome work! If I ever get time again, I'll throw my RTO tests at it :D

Ooh, so you definitely pass the RTO test now? How many tests do you have left to pass now? I know one of them last I checked was that you didn't support $213f.7, which is relatively simple. Just inverting the bit read once every frame would be enough to pass that test.

I look forward to ZSNES passing all of the tests :)
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Post by ShadowFX »

I posted a bug for the lastest WIP but I did it in the other forum, was I supposed to post it here in this thread?
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Post by Hyos »

EMu-LoRd wrote:I posted a bug for the lastest WIP but I did it in the other forum, was I supposed to post it here in this thread?
No. You did alright.
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Post by pagefault »

byuu wrote:
RTO was for the cursor fix and a test in the SNES cart.
Absolutely awesome work! If I ever get time again, I'll throw my RTO tests at it :D

Ooh, so you definitely pass the RTO test now? How many tests do you have left to pass now? I know one of them last I checked was that you didn't support $213f.7, which is relatively simple. Just inverting the bit read once every frame would be enough to pass that test.

I look forward to ZSNES passing all of the tests :)
Thanks :) I still have some issues to iron out, but at least FF3 is working properly. I have to implement the PPU flag still.
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Post by Deathlike2 »

Another minor FF3 bug:
Image

I believe that's a Windowing bug in the image. (It could be a mosaic bug, but I doubt it though.)

An easier way to produce it is to start a new game and try to select the skills/equip/relic of Vicks or Wedge and you will see it in action. (The current game had hack the included a no-magic patch to certain characters, thus making the picture I got possible. This hack doesn't cause this bug though.) This bug doesn't occur in other menu sections...
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
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Post by creaothceann »

Isn't that the normal way of the game showing that you can't access that menu option?
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Post by Deathlike2 »

creaothceann wrote:Isn't that the normal way of the game showing that you can't access that menu option?
I should've explained it better..

Of course the game does show the mosiac effect when you cannot select that menu option.. but look at the upper right hand corner and the left of Shadow's picture.. you will see some "white blocks" of some sort where there shouldn't be in the first place.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
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Post by pagefault »

Deathlike2 wrote:
creaothceann wrote:Isn't that the normal way of the game showing that you can't access that menu option?
I should've explained it better..

Of course the game does show the mosiac effect when you cannot select that menu option.. but look at the upper right hand corner and the left of Shadow's picture.. you will see some "white blocks" of some sort where there shouldn't be in the first place.
Mosaic rendering problem. See my other post for details.
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Post by adventure_of_link »

Relevant System specs:
Windows NT v5.1.2600 SP2 Home (Windows XP)
AMD Sempron 3400+
512MB RAM
ATi Radeon Xpress 200m w/ 128MB shared v-ram
Direct X 9c (latest build)
ZSNES pre 1.43 WIP 2-19-2006

Problem: In Final Fatasy 4, start a new game, and when you get into the cutscenes of Cecil and his men on the ship, the sky is black, when there should be a blue sky and clouds.

NSRT Info of the CLEAN ROM:

Code: Select all

NSRT v3.3 - Nach's SNES ROM Tools

---------------------Internal ROM Info----------------------
       File: Final Fantasy 4 (Jap).smc
       Name: FINAL FANTASY 4        Company: Square
     Header: SWC                       Bank: LoROM
Interleaved: No                        SRAM: 64 Kb
       Type: Normal + Batt              ROM: 8 Mb
    Country: Japan                    Video: NTSC
  ROM Speed: 200ns (SlowROM)       Revision: 1.1
   Checksum: Good 0xACCC              CRC32: CAA15E97
--------------------------Database--------------------------
   Name: Final Fantasy IV
Country: Japan                  Revision: 1.1
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: RPG                     Genre 2: Turn Based
Screenshot:

Image

PS: Is it just me, or is the recent ROMs list (the down arrow next to the GAME button) not wanting to save my recent ROMs.. ? :?
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
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Post by Nach »

adventure_of_link wrote: PS: Is it just me, or is the recent ROMs list (the down arrow next to the GAME button) not wanting to save my recent ROMs.. ? :?
Clean the list and it should start working.

You can clean easily by deleting these from the dat file:
prevloadnames
prevloaddname
prevloadfname
prevloaddnamel
prevloadfnamel

I wonder though why we have so many, I don't even think two of them are used at all.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Deathlike2
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Post by Deathlike2 »

adventure_of_link wrote:Relevant System specs:
Windows NT v5.1.2600 SP2 Home (Windows XP)
AMD Sempron 3400+
512MB RAM
ATi Radeon Xpress 200m w/ 128MB shared v-ram
Direct X 9c (latest build)
ZSNES pre 1.43 WIP 2-19-2006

Problem: In Final Fatasy 4, start a new game, and when you get into the cutscenes of Cecil and his men on the ship, the sky is black, when there should be a blue sky and clouds.

NSRT Info of the CLEAN ROM:

Code: Select all

NSRT v3.3 - Nach's SNES ROM Tools

---------------------Internal ROM Info----------------------
       File: Final Fantasy 4 (Jap).smc
       Name: FINAL FANTASY 4        Company: Square
     Header: SWC                       Bank: LoROM
Interleaved: No                        SRAM: 64 Kb
       Type: Normal + Batt              ROM: 8 Mb
    Country: Japan                    Video: NTSC
  ROM Speed: 200ns (SlowROM)       Revision: 1.1
   Checksum: Good 0xACCC              CRC32: CAA15E97
--------------------------Database--------------------------
   Name: Final Fantasy IV
Country: Japan                  Revision: 1.1
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: RPG                     Genre 2: Turn Based
Screenshot:

PS: Is it just me, or is the recent ROMs list (the down arrow next to the GAME button) not wanting to save my recent ROMs.. ? :?
You most likely have accidentally turned off BG Layer 2.... I'm not experiencing this problem... same WIP version... same game (soft patched).
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
adventure_of_link
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Post by adventure_of_link »

BG Layer 2 is on...

The gfx and whatnot are all alright until you get to that area in the screenshot..
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
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Post by Deathlike2 »

adventure_of_link wrote:BG Layer 2 is on...

The gfx and whatnot are all alright until you get to that area in the screenshot..
Do you delete the .cfg+.dat files for each and every WIP (it appears that you haven't really done that)... even minor things like that screw it up.

Could you also mention what filters you are using as well? (I'm trying to reproduce this as best I can.)

I believe the last version of the FF4j translation is 3.21 (Anniversary Edition)...

Edit: I guess I'm reported a different bug here..

There were DMA changes to fix the overworld bug in FF3, some of it now affects FF2/FF4j..

Image

Same NSRT info as adventure of link..

This is easily highlightable by the J2e translation.. the white dots at the top of the message box. The more annoying of the DMA changes is the line you see in the pic. It always shows up at the bottom section (same area generally). It doesn't always occur.. but when you look for it, you can see it.

I don't think the DMA changes have affected other games, but if it even does, it's not very obvious.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
pagefault
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Post by pagefault »

This has nothing to do with DMA. It is caused by a typo in the code which made it into the WIP. Another reason to love WIPs. :roll:
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